structure Enemy = struct open GameType fun withDefaultYAxis (enemy: enemy) = case #yAxis enemy of ON_GROUND => EnemyPatch.withPatch (enemy, EnemyPatch.W_Y_AXIS FALLING) | _ => enemy fun helpExists (pos, id, collisions) = if pos = Vector.length collisions then false else let val current = Vector.sub (collisions, pos) in current = id orelse helpExists (pos + 1, id, collisions) end fun exists (id, collisions) = helpExists (0, id, collisions) (* called when filtering enemies, * to adjust enemy data on collision with projectile *) fun onCollisionWithProjectile ( enemy: enemy , projectileTree , acc , walls , wallTree , platforms , platformTree , player , graph ) = let val {x, y, health, ...} = enemy val size = Constants.enemySize val hasCollision = QuadTree.hasCollisionAt (x, y, size, size, ~1, projectileTree) in if hasCollision then if health = 1 then (* filter out if decrementing health by one = 0 *) acc else let val enemy = withDefaultYAxis enemy (* get patches specific to this type of enemy *) val patches = EnemyBehaviour.getVariantPatches ( enemy , walls , wallTree , platforms , platformTree , player , graph , [] ) val enemy = EnemyPatch.withPatches (enemy, patches) val patches = EnemyPhysics.getPhysicsPatches enemy val patches = EnemyPatch.W_HEALTH (health - 1) :: patches val enemy = EnemyPatch.withPatches (enemy, patches) val patches = EnemyPhysics.getEnvironmentPatches (enemy, walls, wallTree, platforms, platformTree) val enemy = EnemyPatch.withPatches (enemy, patches) in enemy :: acc end else let val enemy = withDefaultYAxis enemy (* get patches specific to this type of enemy *) val patches = EnemyBehaviour.getVariantPatches (enemy, walls, wallTree, platforms, platformTree, player, graph, []) val enemy = EnemyPatch.withPatches (enemy, patches) val patches = EnemyPhysics.getPhysicsPatches enemy val enemy = EnemyPatch.withPatches (enemy, patches) val patches = EnemyPhysics.getEnvironmentPatches (enemy, walls, wallTree, platforms, platformTree) val enemy = EnemyPatch.withPatches (enemy, patches) in enemy :: acc end end (* filter enemy projectiles when player is not attacking *) fun filterProjectileCollisions ( pos , enemies , projectileTree , acc , walls , wallTree , platforms , platformTree , player , graph ) = if pos < 0 then Vector.fromList acc else let val enemy = Vector.sub (enemies, pos) val acc = onCollisionWithProjectile ( enemy , projectileTree , acc , walls , wallTree , platforms , platformTree , player , graph ) in filterProjectileCollisions ( pos - 1 , enemies , projectileTree , acc , walls , wallTree , platforms , platformTree , player , graph ) end (* removes enemies from `enemies` vector when player is attacking that enemy * and also filter enemy (or change enemyh health) * if enemy has collided with projectile *) fun filterWhenAttacked ( pos , collisions , enemies , projectileTree , acc , walls , wallTree , platforms , platformTree , player , graph ) = if pos < 0 then Vector.fromList acc else let val enemy = Vector.sub (enemies, pos) val acc = if exists (#id enemy, collisions) then (* filter out *) acc else onCollisionWithProjectile ( enemy , projectileTree , acc , walls , wallTree , platforms , platformTree , player , graph ) in filterWhenAttacked ( pos - 1 , collisions , enemies , projectileTree , acc , walls , wallTree , platforms , platformTree , player , graph ) end fun helpGenerateTree (pos, enemyVec: enemy vector, acc) = if pos = Vector.length enemyVec then acc else let val {id, x, y, ...} = Vector.sub (enemyVec, pos) val size = Constants.enemySize val acc = QuadTree.insert (x, y, size, size, id, acc) in helpGenerateTree (pos + 1, enemyVec, acc) end fun generateTree enemyVec = helpGenerateTree ( 0 , enemyVec , QuadTree.create (Constants.worldWidth, Constants.worldHeight) ) fun helpFind (findNum, vec: enemy vector, low, high) = (* should only be called when we know enemy already exists in vec *) let val mid = low + ((high - low) div 2) val enemy = Vector.sub (vec, mid) val {id = curNum, ...} = enemy in if curNum = findNum then enemy else if curNum < findNum then helpFind (findNum, vec, mid + 1, high) else helpFind (findNum, vec, low, mid - 1) end fun find (findNum, vec) = helpFind (findNum, vec, 0, Vector.length vec - 1) fun helpGetDrawVec (enemy: enemy, width, height) = let val {x, y, ...} = enemy val wratio = width / Constants.worldWidthReal val hratio = height / Constants.worldHeightReal in if wratio < hratio then let val scale = Constants.worldHeightReal * wratio val yOffset = if height > scale then (height - scale) / 2.0 else if height < scale then (scale - height) / 2.0 else 0.0 val x = Real32.fromInt x * wratio val y = Real32.fromInt y * wratio + yOffset val realSize = Constants.enemySizeReal * wratio in Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0) end else let val scale = Constants.worldWidthReal * hratio val xOffset = if width > scale then (width - scale) / 2.0 else if width < scale then (scale - width) / 2.0 else 0.0 val x = Real32.fromInt x * hratio + xOffset val y = Real32.fromInt y * hratio val realSize = Constants.enemySizeReal * hratio in Block.lerp (x, y, realSize, realSize, width, height, 0.5, 0.5, 1.0) end end fun getDrawVecLoop (pos, enemies, width, height, acc) = if pos = Vector.length enemies then Vector.concat acc else let val e = Vector.sub (enemies, pos) val hd = helpGetDrawVec (e, width, height) val acc = hd :: acc in getDrawVecLoop (pos + 1, enemies, width, height, acc) end fun getDrawVec (enemies, width, height) = getDrawVecLoop (0, enemies, width, height, []) end